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Posts posted by therfiles
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He means a graphic that appears when a body is hit by a bullet, a la Call of Duty.
I got this to work by editing the flesh_impact.efx files. You mean when the edges of the screen flash red with pain, right?
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NIce work, @@Lazarus! This is some pretty incredible progress! I loved how you made the stormies come in and crouch/fan out, etc. I think with some more work, you could have them try to surround the player, run up to him (set the player as their leader) and attack, and make them even more tough. Very exciting!
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This looks pretty darn neat! Nice work! It feels pretty dark and spooky, and I love that the crystals are providing most of the light.
Circa likes this -
I've had this problem a ton! I'll set everything correctly but the NPC just won't move. I've tried moving the nav_goal closer (but that shouldn't make a difference, really) and adding chains of nav_goals, and that sometimes fixes the problem. Really eager to hear anyone else's advice!
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That would be really neat! With OpenJK, I can add whatever I want to the HUD, so we can finally do that!
JAWSFreelao likes this -
Really loved some of your WIP shots. Simply beautiful!
Darth Martyr and JAWSFreelao like this -
Excellent! We need lots of rebels. We especially need to design some Rebel classes (for the player to control, like commander, technition, soldier, etc) and make unique models for each. Yeah, I think frankensteining would add that variety I'm looking for.
Here's the original Tantieve mission topic I posted ages ago: click me. The opening space cinematic is nearly done: it just needs a new skybox. Ashura was working on it for me, but I became inactive and the project was dropped. Here's a link of the two in-ship cinematics, and here's the BETA of the space battle (again, has been updated since then).
I've been having some minor mapping problems (from the past, really). A strange gradient bar stretches across one of the map's corridors. I have no idea why it's there and even Several Sided Sid had no idea what happened. Crazy!
Heres a quick copy pasta of the PM I sent earlier. Basically, I'd love to hammer out the mission (and the game's mechanics) so we can really understand what we want for this mission.
- Opening cinemeatic
- You are a rebel soldier, you must get to the guns. You must take out some tie-fighters.
- The ship is overwhelmed and is captured.
- You start as a rebel soldier, and you have to defeat X amount of Stormtroopers. You quickly realize that they are an endless wave.
- You retreat to a nearby chamber, locking the door. You find several other rebels who were also overwhelmed. You split yourselves into two teams: one (yours) will get all the diplomats to the escape pods, and two (the NPCs) will hold the imperials here as long as they can. Then, they will activate the security lockdown, isolating the intel and blocking off the boarded section of the ship.
- You can use the party system to control 3 unique rebels. You have to escort 5 diplomats to the escape pods. Also, you have to deal with computer/technical repairs as the ship is bombarded.
- You return to the breach to find that the rebels are almost defeated. You manage to take a lot out, but there is no hope. As you hear Darth Vader's ominous breath, you manage to seal off the side they breached...but trapping yourselves there. The rebels sacrifice bought some time for the rest of the ship. Darth Vader executes your rebels.
- You then control Leia. You use the cameras to see that Vader is cutting through the blast door. You hurry to the Bridge, knowing you need to download the Death Star plans. You get their wipe out the info, and save it to your datapad. Around this time, Antillies is being tortued by Vader.
- You learn that the imperials managed to get past the security defenses. You will now need to use stealth and get to R2D2.
- You upload the message and the plans to R2. Leia is captured and presented to Vader.
- You now control R2 and C3PO, who must evade capture and get to the escape pods. Once you're there, your home free!
Circa likes this -
Dang, @@redsaurus. How are you this awesome?
Stoiss and JAWSFreelao like this -
This sounds pretty neat! It would not be very difficult to implement this, it would just take a bit of work to set it up and make it look pretty. I could help with some scripting, but I'd need some help coding-wise. I'd need some sort of "hook" to capture variables (like what mission you came from, where you're going next, what you've bought, what you've done, your points, etc) and allow them to be saved in .sav files and be used by ICARUS scripts. This is a neat concept, especially if you tack on little "side quests" and give the player a lot of stuff to do there, things that will make the player feel refreshed after a particularly tricky mission. I liked the idea about building you defenses...and then maybe having to defend it against a Cultist attack (basically what happened in JO but with Cultists )? Could be really neat.
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Hi there, friend! Welcome to JKHub!
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My gosh...I used to love Yoshi as a kid! Definitely one of my favorite childhood Gameboy games!
Boothand likes this -
That looks cool! We could even use some use-scripts, so you can toggle whether or not they follow you by using them.
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Look at 1:23 to better understand why I hate this duel, the actors point their saber towards the cameras way too much, so not only is the fight boring, it's also badly directed.
Remember that this was Lucas and crew's first attempt to create a lightsaber duel. They did spectacularly well, considering that the concept had never before been attempted. Also, the conflict is not in the duel, but in the relationship between Vader and Ben.
Aidor and BruceJohnJenner like this -
Nice brushwork! Like what you've got so far.
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Here you go: click me for a script.
Put this in your scripts folder. It's called "dont_follow". You need to run this script on all the NPCs you don't want to follow you. For insance, in the console, spawn your NPC: "npc spawn rebel [name]". Replace the [name] with a name, like Bob. Then, do "runscript Bob dont_follow". This will run the dont_follow script on all the NPCs named Bob.
There is no blanket "don't follow me" command. This is how I acheived it in NpcSP.
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I could ask what the others think about this, I wouldn't mind releasing my stuff
Lets make a topic there and discuss this. I know Jason still checks in often.
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Nice work! Those mando customizations look awesome!
z3filus likes this -
I don't know. Regardless of how they did it, keeping Anakin alive would really de-value the original movies. That would really take away from his sacrifice at the Death Star and really undermine Lucas' original vision. I doubt they'll do that.
BruceJohnJenner likes this -
Oh. It could be some sort of .menu error. Must be a typo somewhere, but I don't know what. I'll dig around.
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Hmmm. I can't think of anything that would give it an error. Other than it is included in HUD.txt (to allow other mods that modify ingame.txt to work) but that shouldn't do anything.
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I made a mod kinda like that, but with JA-only characters:
But that would be neat. I was always in awe by that whole KOTF-system. Just very impressive. Hard to get all the permissions you'd need to make it truly comprehensive, though.Cerez likes this -
Haha! That could be cool. I don't know...it would be neat to have a new gameplay experience. Stealth, assassination, hostage crisis, etc. Could be neat.
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Ooooh...a Naboo mission could be quite awesome. What would the story be? A kidnapping? Could be really awesome.
Circa likes this -
Yeah I tested it out before hand and the file still exports in a much lower quality. Either there is something I need to adjust in my advanced options or something else is up.
Are there any export setting you can tweak? Sorry, I'm not familiar with the exact program you are using.
The wiki
in JKHub Feedback & Help
Posted
I love the Wiki. The problem is just what you are all saying: it just doesn't get the love it needs. People won't contribute if no one reads it. And yes, we've had quite a bit of trouble with the Wiki over the last few months. Trying to make it a seamless part of the website is incredibly difficult. We've made some software changes and layout changes, and keeping those consistent with a software package that is, quite honestly, a pain to manage (and not as easy for non-coders to jump into) is difficult.
I've always pushed for more integration with the wiki. I really wanted the tutorials to be converted to the wiki. That way, the tutorial would be rich with extra information, hyperlinks to more info, and more technical information than anyone could ever want. Many brought up good arguments against this (a wiki is a collection of things, tutorials are a guide how to do things) but I think a key part of keeping the Wiki relevant and helpful is making it spill over into non-conventional areas.
Would I love to see the wiki re-envisioned? Of course. I just don't want to pour time into it without an assurance that this is something that can be an investment, something the community really wants...that it needs.